Celennia Memorial Library is now available for experienced pioneers.
At Celennia Memorial Library, players are able to view information gathered by the Scout’s Coalition and can receive items, key items, bayld, and other rewards by completing coalition assignments, defeating Naakuals, and engaging in other heroic deeds.* Viewing the information contained in the library requires possession of the key item Celennia Memorial Library Card.

The following adjustments have been made to coalitions.

The maximum coalition rank has been increase to four. Accordingly, each coalition will offer new services when they increase to the fourth rank.

Traditional Armor, Traditional Weaponry, and Traditional Armor II equipment sold by the Peacekeeper’s Coalition have had their bayld cost lowered.

The rate at which frontier bivouacs lose durability over time has been decreased.

The rates of construction progression and durability increase for the Couriers' Coalition's "Provide Support" assignment have been increased.

The degree to which frontier station construction progresses per "Provide" coalition assignment has been increased. (Added on July 19th, 2013)

The administrator residing at each frontier bivouac will now let players see the construction progress or durability of the corresponding bivouac in numerical form depending on whether or not the bivouac has been completed.

The following adjustments have been made to ergon loci.

The extent to which a particular locus has been surveyed will now decrease more slowly over time.

The Scout’s Coalition’s "Land Surveys" coalition assignment has been adjusted, and the extent to which a particular locus has been surveyed per assignment has been increased.

The following adjustments have been made to the reive evaluation system.

The difficulty of lair and colonization reives in the following areas have been adjusted.
The detection radii, spawning numbers, HP, attack, and other attributes of monsters appearing in reives have been decreased to better accommodate solo players and small parties.

The upper limit for magic resistance has been raised for both players and monsters. (Added on July 19th, 2013)

The minimum amount of enmity generated from job abilities, such as pet commands, and spells has been adjusted as given below.

Pre-adjustment

Post-adjustment

Damage-volatile enmity

1

→

0

Time-volatile enmity

1

→

1

Status modifiers for hand-to-hand, one-handed, and ranged weapons have been adjusted as given below.* As a result of this adjustment, the status modifiers for one-handed weapons used in the main weapon slot are now the same as those for two-handed weapons.

One-handed Weapons

Main Weapons

Pre-adjustment

Post-adjustment

Attack (STR)

50%

→

75%

Accuracy (DEX)

50%

→

75%

Sub Weapons

Pre-adjustment

Post-adjustment

Accuracy (DEX)

50%

→

75%

Ranged Weapons

Ranged Weapons

Pre-adjustment

Post-adjustment

Attack (STR)

50%

→

75%

Accuracy (AGI)

50%

→

75%

Hand-to-hand

Pre-adjustment

Post-adjustment

Attack (STR)

50%

→

62.50%

Accuracy (DEX)

50%

→

75%

The attack and accuracy modifiers for hand-to-hand weapons will be applied to both hands.

The damage, MP cost, casting time, and recasting time for elemental magic spells have been adjusted.

The damage of elemental magic spells will be adjusted as shown below.* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

Tier I

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

10

10

42

160

Water

16

25

66

165

Wind

25

40

92

170

Fire

35

55

108

175

Ice

46

70

126

180

Lightning

60

85

149

185

Tier II

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

78

100

175

350

Water

95

120

195

355

Wind

113

140

213

360

Fire

133

160

233

365

Ice

155

180

255

370

Lightning

178

200

278

375

Tier III

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

210

200

360

550

Water

236

230

386

560

Wind

265

260

415

570

Fire

295

290

445

580

Ice

320

320

470

590

Lightning

345

350

495

600

Tier IV

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

381

400

581

850

Water

410

440

610

870

Wind

440

480

640

890

Fire

472

520

672

915

Ice

506

560

706

935

Lightning

541

600

741

955

Tier V

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

626

650

855

1200

Water

680

700

909

1217

Wind

734

750

967

1235

Fire

785

800

1014

1252

Ice

829

850

1058

1270

Lightning

874

900

1103

1287

The MP cost, casting times, and recast times of elemental magic spells will be adjusted.

Tier I

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

9

4

1.5

0.5

6.5

2

Water

13

10

1.75

0.5

7.75

2

Wind

18

16

2

0.5

9

2

Fire

24

22

2.25

0.5

10.25

2

Ice

30

28

2.5

0.5

11.5

2

Lightning

37

34

3

0.5

13

2

Tier II

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

43

36

3.25

1.5

14.5

6

Water

51

43

3.5

1.5

15.75

6

Wind

59

51

3.75

1.5

17

6

Fire

68

60

4.25

1.5

18.5

6

Ice

77

68

4.5

1.5

19.75

6

Lightning

86

77

4.75

1.5

21

6

Tier III

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

92

64

5.25

3

22.5

15

Water

98

75

5.5

3

24

15

Wind

106

88

5.75

3

25.25

15

Fire

113

101

6

3

26.5

15

Ice

120

115

6.25

3

27.75

15

Lightning

128

129

6.75

3

29.25

15

Tier IV

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

138

112

7

6

30.75

30

Water

144

129

7.25

6

32

30

Wind

150

148

7.5

6

33.25

30

Fire

157

169

8

6

34.75

30

Ice

164

190

8.25

6

36

30

Lightning

171

213

8.5

6

37.25

30

Tier V

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

222

156

8.75

10

39

45

Water

239

182

9.25

10

40.25

45

Wind

255

210

9.5

10

41.5

45

Fire

270

240

9.75

10

42.75

45

Ice

282

272

10

10

44

45

Lightning

294

306

10.25

10

45.5

45

-ga Spells
The damage of these elemental magic spells will be adjusted as shown below.* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

-ga Tier I

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

56

60

123

310

Water

74

80

146

315

Wind

96

100

155

320

Fire

120

120

208

325

Ice

145

160

241

350

Lightning

172

200

271

375

-ga Tier II

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

201

250

300

600

Water

232

280

331

610

Wind

266

310

365

620

Fire

312

340

411

630

Ice

350

370

450

640

Lightning

392

400

541

650

-ga Tier III

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

434

500

525

950

Water

480

540

630

970

Wind

527

580

676

990

Fire

589

620

738

1015

Ice

642

660

791

1035

Lightning

697

700

846

1055

The MP cost, casting times, and recast times of these spells will be adjusted.

-ga Tier I

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

37

24

2.5

2

11

5

Water

47

34

2.75

2

12.25

5

Wind

57

45

3

2

13.5

5

Fire

71

57

3.5

2

15.25

5

Ice

82

80

3.75

2

16.5

5

Lightning

95

105

4

2

17.75

5

-ga Tier II

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

109

93

4.25

4

19

10

Water

123

112

4.5

4

20.25

10

Wind

138

131

5

4

21.75

10

Fire

158

153

5.25

4

23.25

10

Ice

175

175

5.5

4

24.5

10

Lightning

193

200

6

4

26

10

-ga Tier III

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

211

175

6.25

7

27.25

25

Water

231

202

6.5

7

28.5

25

Wind

252

232

6.75

7

29.75

25

Fire

277

263

7.25

7

31.5

25

Ice

299

297

7.5

7

32.75

25

Lightning

322

332

7.75

7

34

25

-ja Spells
The damage of these elemental magic spells will be adjusted as shown below.* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

-ja Spells

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

719

750

947

1300

Water

782

800

1010

1317

Wind

844

850

1076

1335

Fire

902

900

1130

1352

Ice

953

950

1181

1370

Lightning

1005

1000

1233

1387

The MP cost, casting times, and recast times of these spells will be adjusted.

-ja Spells

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

299

298

7

7

45

45

Water

322

318

7.25

7

46.25

45

Wind

344

338

7.5

7

47.5

45

Fire

364

358

7.75

7

48.75

45

Ice

380

378

8

7

50

45

Lightning

396

398

8.25

7

51.25

45

-ra Spells
The damage of these spells will be adjusted as shown below.* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

-ra Tier I

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

128

150

217

400

Water

153

180

250

415

Wind

179

210

279

430

Fire

216

240

316

445

Ice

247

270

347

460

Lightning

282

300

382

475

-ra Tier II

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

317

350

417

700

Water

356

390

456

720

Wind

396

430

496

740

Fire

450

470

600

760

Ice

496

510

646

780

Lightning

544

550

694

800

The MP cost, casting times, and recast times of these spells will be adjusted.

-ra Tier I

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

73

67

3.25

1.5

15

5

Water

85

81

3.5

1.5

16.5

5

Wind

97

94

4

1.5

18

5

Fire

115

108

4.25

1.5

19.5

5

Ice

129

121

4.5

1.5

21

5

Lightning

144

135

5

1.5

22.5

5

-ra Tier II

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

160

166

5.25

3

23

15

Water

177

185

5.5

3

24.5

15

Wind

195

204

6

3

26

15

Fire

218

223

6.25

3

27.5

15

Ice

237

242

6.5

3

29

15

Lightning

258

261

7

3

30.5

15

(*Updated 8/2/2013)

Ancient Magic
The amount of enmity accrued from these spells will be reduced and treated as static enmity in the future.

The MP cost, casting times, and recast times of these spells will be adjusted as shown below.

Ancient Magic I

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

337

315

18.25

12

42.75

60

Water

368

315

18.75

12

43.75

60

Wind

322

315

18

12

42.25

60

Fire

383

315

19

12

44.5

60

Ice

307

315

17.75

12

41.5

60

Lightning

352

315

18.5

12

43.25

60

Ancient Magic II

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Earth

287

280

10

10

90

60

Water

287

280

10

10

90

60

Wind

287

280

10

10

90

60

Fire

287

280

10

10

90

60

Ice

287

280

10

10

90

60

Lightning

287

280

10

10

90

60

Comet
The damage of Comet will be adjusted as shown below.* The values given below are before the effects of the Magic Attack Bonus job trait have been accounted for.
* In the chart below, “INT +0” and “INT +100” refer to the differences in INT between the caster and the target.

INT+0

INT+100

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Comet

964

1000

1193

1387

The MP cost, casting times, and recast times of elemental magic spells will be adjusted.

MP Cost

Casting Time

Recast Time

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Pre-adjustment

Post-adjustment

Comet

367

350

11

10

60

45

The following job-related adjustments have been made.

Thief

The job abilities Steal and Despoil have been adjusted to no longer share reactivation timers.

Beastmaster

New pets that can be summoned via the Call Beast job ability have been added.

Reference attributes when calling pets over level 99 have been changed.

If at or below level 99: PC’s Level + the pet’s maximum level
If over level 99: Main weapon item level + the pet’s maximum level

* The internal level will still be level 99, but the pet's stats will be raised.
* If the main weapon is switched out when a pet is active, the increased stats will change based on the new main weapon.
* Should the pet called be level 99 or below, its level will not rise above 99 even after equipping items that have their level displayed. (Added on July 19th, 2013)

The effects of the “Beast Affinity” job trait earned through merit points will now apply even above level 99. The following pets have the possibility of being greater than level 99.

A dragoon’s wyvern’s attributes will now increase in line with the item level of the weapon equipped in the main weapon slot.* This change only affects weapons that have their item levels displayed.
* If the main weapon is switched out when the wyvern is active, the increased stats will change based on the new main weapon.

Summoner

A summoner’s avatar’s attributes will now increase in line with the item level of the item equipped in the ammo slot.* Equipment that increases the attributes of avatars has been added.
* If the item equipped in the ammo slot is switched out when the avatar is active, the increased stats will change based on the new ammo.

Blue Mage

The damage of physical blue magic spells will now increase depending on the item equipped in the main weapon slot.* This change applies to weapons equipped in the main weapon slot for which their item levels are displayed and have an attribute modified by a weapon skill.

Geomancer

The casting speed and recast timers for the following geomancy spells have been changed.

System-related

Party invite range has been increased from the region level to worldwide.* This change means that the range for “Party” and “Autogroup” are also now worldwide.

The color of the icon depicting autoattack, spell, abilities, ranged attack, pet command, and trading subtargets now changes depending on the distance between the PC and the main target.

The icon depicting subtargets will be blue when the main target resides within the area of effect.

The icon depicting subtargets will be red when the main target resides outside the area of effect.

The icon depicting subtargets will be yellow when the main target resides near the border of the area of effect.* There may be instances where commands cannot be executed even when the subtarget icon is yellow.

Item levels are now displayed in equipment help text.Read on for details.* The above applies to items introduced in the March 27, 2013 version update.

The following changes have been made to the auto-translate function.

Several new terms have been added.

Category

Term

Place Names 2

Celennia Memorial Library

Place Names 2

Dho Gates

Place Names 2

Marjami Ravine

Place Names 2

Mog Garden

Place Names 2

Yorcia Weald

Text commands that include the names of pets and fellows are no longer executable. Pronouns must be used in place of proper names. (Added on July 19th, 2013)

The eleventh anniversary logo had been added to the FINAL FANTASY XI main screen.

Playstation 2 Only

The maximum number of players and NPCs displayed in the following areas has been set to thirty-five in order to avoid blackout issues in certain locations.

Known Issues

The coastal fishing net in Mog Gardens cannot be targeted under certain conditions, but the issue can be remedied by zoning out and returning.

The order in which merit point categories displayed under Categories in the Merit Points menu is incorrect, but Weapon Skill is scheduled to be moved under the Others category after the August version update.

The graphics for the weapon Tamaxchi do not display correctly when equipped by female Humes. (Added on July 19th, 2013)

The help text for the Vallation Effect merit point category is missing the word "reduction" after "elemental damage."

The Western Adoulin NPC Gehlvik does not offer to recall memories of the following quests:

The message that displays upon completing the quests Endeavoring to Awaken and Elementary, My Dear Sylvie states "Your maximum level has been raised to 75!" even for players above level 75. (Added on July 19th, 2013)

Item levels still do not display for shields. (Added on July 19th, 2013)

The incorrect names of certain ergon loci may display when examined.

The names of the key items for the quest "Vegetable Vegetable Evolution" overflow the text box.

One of the attributes for the weapon Xbalanque erroneously reads "Axe Skill" instead of "Scythe Skill"

The help text for the item Lifestream Cape erroneously reads "Geomancy skill +10" instead of "Geomancy skill +5." (Added on July 19th, 2013)

The description for Granddaddy Dearest does not appear in the quest log when repeating the quest. (Added on July 19th, 2013)